Files
blender/release/scripts/startup/bl_ui/properties_render.py
William Reynish 7fc60bff14 UI: Layout changes for new checkbox layout possibilities
Follow-up to previous commit.

Some examples:
{F8473507} {F8473508} {F8473509} {F8473510}
For more screenshots, please see D7430.

We use column or row headings here to bring more structure, and to give
the eye visual anchors which aid eye-scanning. The left-aligned
checkboxes likewise help with this. And we keep the adherence to the
center line, so the alignment matches up between the various buttons and
controls.

* Changes the property split percentage from 50/50% to 40/60%. This is
  needed to give enough space for the checkboxes. But in most cases this
  looks better anyway - see Transform panel. In some cases it simply
  fills out the available space more efficently.
* Fix various hacks where we previously used manually defined splits.
  When we did this, the alignment was never quite right, and the layout
  code was a mess.
* Adds column headings to many places where a list of checkboxes all
  share a common purpose or leading text.
* Add checkbox + value configurations various places where a checkbox
  only serves to enable the value slider
* Removes most uses of grid flow layout. The grid flow layouts combine
  poorly with column headings, and also they would mess alignment up
  badly. The grid flow layouts also often made buttons and controls jump
  around on the screen if you would just resize editors slightly,
  causing visual confusion, making users lose their place. The logic for
  at what time the list of items would re-flow was often flawed, jumping
  to multiple columns too fast or too late - and frankly, the grid flow
  layouts would often just look bad.

Maniphest Task: https://developer.blender.org/T65965

Differential Revision: https://developer.blender.org/D7430

Reviewed by: Brecht Van Lommel, Pablo Vazquez.

Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 17:00:57 +02:00

704 lines
20 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
from bpy.types import Panel
from bl_ui.space_view3d import (
VIEW3D_PT_shading_lighting,
VIEW3D_PT_shading_color,
VIEW3D_PT_shading_options,
)
from bl_ui.properties_grease_pencil_common import GreasePencilSimplifyPanel
class RenderButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
class RENDER_PT_context(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
bl_options = {'HIDE_HEADER'}
bl_label = ""
@classmethod
def poll(cls, context):
return context.scene
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
if rd.has_multiple_engines:
layout.prop(rd, "engine", text="Render Engine")
class RENDER_PT_color_management(RenderButtonsPanel, Panel):
bl_label = "Color Management"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 100
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
view = scene.view_settings
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
col.prop(scene.display_settings, "display_device")
col.separator()
col.prop(view, "view_transform")
col.prop(view, "look")
col = flow.column()
col.prop(view, "exposure")
col.prop(view, "gamma")
col.separator()
col.prop(scene.sequencer_colorspace_settings, "name", text="Sequencer")
class RENDER_PT_color_management_curves(RenderButtonsPanel, Panel):
bl_label = "Use Curves"
bl_parent_id = "RENDER_PT_color_management"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw_header(self, context):
scene = context.scene
view = scene.view_settings
self.layout.prop(view, "use_curve_mapping", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
view = scene.view_settings
layout.use_property_split = False
layout.use_property_decorate = False # No animation.
layout.enabled = view.use_curve_mapping
layout.template_curve_mapping(view, "curve_mapping", type='COLOR', levels=True)
class RENDER_PT_eevee_ambient_occlusion(RenderButtonsPanel, Panel):
bl_label = "Ambient Occlusion"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_gtao", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_gtao
col = layout.column()
col.prop(props, "gtao_distance")
col.prop(props, "gtao_factor")
col.prop(props, "gtao_quality")
col.prop(props, "use_gtao_bent_normals")
col.prop(props, "use_gtao_bounce")
class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, Panel):
bl_label = "Motion Blur"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_motion_blur
col = layout.column()
col.prop(props, "motion_blur_samples")
col.prop(props, "motion_blur_shutter")
class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel):
bl_label = "Depth of Field"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "bokeh_max_size")
# Not supported yet
# col.prop(props, "bokeh_threshold")
class RENDER_PT_eevee_bloom(RenderButtonsPanel, Panel):
bl_label = "Bloom"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_bloom", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_bloom
col = layout.column()
col.prop(props, "bloom_threshold")
col.prop(props, "bloom_knee")
col.prop(props, "bloom_radius")
col.prop(props, "bloom_color")
col.prop(props, "bloom_intensity")
col.prop(props, "bloom_clamp")
class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel):
bl_label = "Volumetrics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column(align=True)
col.prop(props, "volumetric_start")
col.prop(props, "volumetric_end")
col = layout.column()
col.prop(props, "volumetric_tile_size")
col.prop(props, "volumetric_samples")
col.prop(props, "volumetric_sample_distribution", text="Distribution")
class RENDER_PT_eevee_volumetric_lighting(RenderButtonsPanel, Panel):
bl_label = "Volumetric Lighting"
bl_parent_id = "RENDER_PT_eevee_volumetric"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_volumetric_lights", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_volumetric_lights
layout.prop(props, "volumetric_light_clamp", text="Light Clamping")
class RENDER_PT_eevee_volumetric_shadows(RenderButtonsPanel, Panel):
bl_label = "Volumetric Shadows"
bl_parent_id = "RENDER_PT_eevee_volumetric"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_volumetric_shadows", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_volumetric_shadows
layout.prop(props, "volumetric_shadow_samples", text="Samples")
class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
bl_label = "Subsurface Scattering"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "sss_samples")
col.prop(props, "sss_jitter_threshold")
class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
bl_label = "Screen Space Reflections"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_ssr", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.active = props.use_ssr
col.prop(props, "use_ssr_refraction", text="Refraction")
col.prop(props, "use_ssr_halfres")
col.prop(props, "ssr_quality")
col.prop(props, "ssr_max_roughness")
col.prop(props, "ssr_thickness")
col.prop(props, "ssr_border_fade")
col.prop(props, "ssr_firefly_fac")
class RENDER_PT_eevee_shadows(RenderButtonsPanel, Panel):
bl_label = "Shadows"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "shadow_cube_size", text="Cube Size")
col.prop(props, "shadow_cascade_size", text="Cascade Size")
col.prop(props, "use_shadow_high_bitdepth")
col.prop(props, "use_soft_shadows")
col.prop(props, "light_threshold")
class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel):
bl_label = "Sampling"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.eevee
col = layout.column(align=True)
col.prop(props, "taa_render_samples", text="Render")
col.prop(props, "taa_samples", text="Viewport")
col = layout.column()
col.prop(props, "use_taa_reprojection")
class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, Panel):
bl_label = "Indirect Lighting"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.eevee
col = layout.column()
col.operator("scene.light_cache_bake", text="Bake Indirect Lighting", icon='RENDER_STILL')
col.operator("scene.light_cache_bake", text="Bake Cubemap Only", icon='LIGHTPROBE_CUBEMAP').subset = 'CUBEMAPS'
col.operator("scene.light_cache_free", text="Delete Lighting Cache")
cache_info = scene.eevee.gi_cache_info
if cache_info:
col.label(text=cache_info)
col.prop(props, "gi_auto_bake")
col.prop(props, "gi_diffuse_bounces")
col.prop(props, "gi_cubemap_resolution")
col.prop(props, "gi_visibility_resolution", text="Diffuse Occlusion")
col.prop(props, "gi_irradiance_smoothing")
col.prop(props, "gi_glossy_clamp")
col.prop(props, "gi_filter_quality")
class RENDER_PT_eevee_indirect_lighting_display(RenderButtonsPanel, Panel):
bl_label = "Display"
bl_parent_id = "RENDER_PT_eevee_indirect_lighting"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.eevee
row = layout.row(align=True)
row.prop(props, "gi_cubemap_display_size", text="Cubemap Size")
row.prop(props, "gi_show_cubemaps", text="", toggle=True)
row = layout.row(align=True)
row.prop(props, "gi_irradiance_display_size", text="Irradiance Size")
row.prop(props, "gi_show_irradiance", text="", toggle=True)
class RENDER_PT_eevee_film(RenderButtonsPanel, Panel):
bl_label = "Film"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
rd = scene.render
props = scene.eevee
col = layout.column()
col.prop(rd, "filter_size")
col.prop(rd, "film_transparent", text="Transparent")
col = layout.column(align=False, heading="Overscan")
col.use_property_decorate = False
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(props, "use_overscan", text="")
sub = sub.row(align=True)
sub.active = props.use_overscan
sub.prop(props, "overscan_size", text="")
row.prop_decorator(props, "overscan_size")
class RENDER_PT_eevee_hair(RenderButtonsPanel, Panel):
bl_label = "Hair"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
layout.use_property_split = True
layout.prop(rd, "hair_type", expand=True)
layout.prop(rd, "hair_subdiv")
class RENDER_PT_eevee_performance(RenderButtonsPanel, Panel):
bl_label = "Performance"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
layout.use_property_split = True
layout.prop(rd, "use_high_quality_normals")
class RENDER_PT_opengl_sampling(RenderButtonsPanel, Panel):
bl_label = "Sampling"
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.display
col = layout.column()
col.prop(props, "render_aa", text="Render")
col.prop(props, "viewport_aa", text="Viewport")
class RENDER_PT_opengl_film(RenderButtonsPanel, Panel):
bl_label = "Film"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
rd = context.scene.render
layout.prop(rd, "film_transparent", text="Transparent")
class RENDER_PT_opengl_lighting(RenderButtonsPanel, Panel):
bl_label = "Lighting"
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
VIEW3D_PT_shading_lighting.draw(self, context)
class RENDER_PT_opengl_color(RenderButtonsPanel, Panel):
bl_label = "Color"
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
VIEW3D_PT_shading_color._draw_color_type(self, context)
class RENDER_PT_opengl_options(RenderButtonsPanel, Panel):
bl_label = "Options"
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
VIEW3D_PT_shading_options.draw(self, context)
class RENDER_PT_simplify(RenderButtonsPanel, Panel):
bl_label = "Simplify"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_simplify", text="")
def draw(self, context):
pass
class RENDER_PT_simplify_viewport(RenderButtonsPanel, Panel):
bl_label = "Viewport"
bl_parent_id = "RENDER_PT_simplify"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
rd = context.scene.render
layout.active = rd.use_simplify
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
col.prop(rd, "simplify_subdivision", text="Max Subdivision")
col = flow.column()
col.prop(rd, "simplify_child_particles", text="Max Child Particles")
class RENDER_PT_simplify_render(RenderButtonsPanel, Panel):
bl_label = "Render"
bl_parent_id = "RENDER_PT_simplify"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
rd = context.scene.render
layout.active = rd.use_simplify
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
col.prop(rd, "simplify_subdivision_render", text="Max Subdivision")
col = flow.column()
col.prop(rd, "simplify_child_particles_render", text="Max Child Particles")
class RENDER_PT_simplify_greasepencil(RenderButtonsPanel, Panel, GreasePencilSimplifyPanel):
bl_label = "Grease Pencil"
bl_parent_id = "RENDER_PT_simplify"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
bl_options = {'DEFAULT_CLOSED'}
classes = (
RENDER_PT_context,
RENDER_PT_eevee_sampling,
RENDER_PT_eevee_ambient_occlusion,
RENDER_PT_eevee_bloom,
RENDER_PT_eevee_depth_of_field,
RENDER_PT_eevee_subsurface_scattering,
RENDER_PT_eevee_screen_space_reflections,
RENDER_PT_eevee_motion_blur,
RENDER_PT_eevee_volumetric,
RENDER_PT_eevee_volumetric_lighting,
RENDER_PT_eevee_volumetric_shadows,
RENDER_PT_eevee_performance,
RENDER_PT_eevee_hair,
RENDER_PT_eevee_shadows,
RENDER_PT_eevee_indirect_lighting,
RENDER_PT_eevee_indirect_lighting_display,
RENDER_PT_eevee_film,
RENDER_PT_opengl_sampling,
RENDER_PT_opengl_lighting,
RENDER_PT_opengl_color,
RENDER_PT_opengl_options,
RENDER_PT_opengl_film,
RENDER_PT_color_management,
RENDER_PT_color_management_curves,
RENDER_PT_simplify,
RENDER_PT_simplify_viewport,
RENDER_PT_simplify_render,
RENDER_PT_simplify_greasepencil,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)